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    PULP MONSTERS PRESENT99c

    Issue:

    #1

    game guide

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    did you see that ?

    Ulthars are coming

    spandex doesntmake you a superhero, its the cape.

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    Pulp City is a registered trademark of Pulp Monsters, 2006 - 2008.

    Pulp City logo, Pulp Monsters logo, trait and origin icons and all characters are trademark

    and copyright of 2006 - 2008, Pulp Monsters.

    game guide

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    Credits

    Creator of Pulp City:Maciej ylewicz

    Game design and development:Maciej ylewicz, Jdrzej Wojciechowski

    Art Director:Marek Oleksicki

    All Starter Boxes Heroes and Villains designedby Maciej ylewicz and Marek Oleksicki(except for Solar, designed by the aboveand Jdrzej Wojciechowski)

    Sculptors:Degra (Edgar Skomorowski),

    Jonas Deimel,Gael Goumon,Jerzy Montwi,Jarek Smka

    Editing and Proofreading:Bob Nolan

    www.pulp-city.com layout, book layout,game cards and icons designs:Monika Ostaszewska & Przemysaw Ostaszewski/designfrompoland.com/

    Pulp City and Pulp Monsters logo design:Monika Ostaszewska & Przemysaw Ostaszewski/designfrompoland.com/

    Playtesters (thanks a lot!):Jeremy BernhardtBrian CottrelJoel dela CruzPhilip FrazeePrzemysaw GadomskiOllie GrossBob Nolan and the SEKGGMarcin Piasecki

    Devon PetersonRon PurvisMax SterlingAndrew WhitingMarcin Zdybicki

    Some of the scenery pictured in the book areby WorldWorksGames.Check out their website for amazing urban(and not only) battleeld terrain pieces!

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    Special thanks:

    To Everybody at Pulp City Forums forsupport and ideas, especially to all of the playtesters whomade the game better.

    To Will Glass for immense help and support.

    To Rob Kingery and Matt Hope from Darkson Designs forhelp and inspiration.

    To Bob Nolan for patience and enthusiasm.

    To Przemek Jeske and Kacper Rybiski at Maxmini.eufor kind words, creative solutions, production help. Checkout their site!

    To Zac Belado at TabletopGamingNews.com for creatingthe best platform for gamers to talk and learn about theirhobby.

    And Everybody else somehow involved, just to mentionPatryk Strzelewicz at Q-Workshop, Artur (Hashmallum),Mahon at Chest of Colors, Artur Sk and others!

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    Iron Train was enjoying another sunnymidday at the GasCo station. He was

    just about to down the sixth gallonof his favorite ecofuel (Iron Train hastremendous ecological awareness),when the ground shook. Several dropsof amber liquid spilled on his shinytorso. He looked up for any source oftrouble, and then the microchip in hisear buzzed.

    So much for holidays, Iron Traingrunted and handed a stful of dollarsto the car wash guy who was cleaningthe bolts on his left thigh. With atrademark Tchoo tchoo, the man iniron armor slowly gained momentumand sped down Sunset Blvd.

    Welcome to the Pulp City World wherepowerful Heroes clash with evilVillains!

    Pulp City is the precious child of our

    twisted minds. It is born of our love for

    both miniature games and comic books. Its

    fast, and its furious and smart. Its your

    own The Good, the Bad and the Ugly meets

    Godzilla.

    First, we invite you to play a game that

    is heroic and character driven. Pulp City

    does not create a new world. It recreates

    a storyline with familiar elements of our

    pulp: TV series, B movies and all-time

    favorites from comic books!

    Take a walk down the crowded Sunset Blvd.

    Pulp City is as hot and humid as Miami

    before a storm. Pulp City is as dangerous

    as New York City before Giuliani. Crave for

    the sea breeze and the shade of palm trees

    and pray you dont end up in the middle of a

    clash between Villains and Heroes.

    Choose from the deadliest Supremes of Pulp

    City. Build your team of elite Villains or

    noble Heroes. This is the only army choice

    well ask you to make. If you feel likepicking a theme for your Supremes, go for

    the rebelling apes or brooding supernatural

    hunters. Or mix them any way you like.

    And last, but not least, good news for you:

    Pulp City does not have a huge door fee.

    It is a true skirmish that works perfectly

    with 6-8 models a side.

    The game is about strategy and resource

    management. You will soon learn that

    having a team built without a support hero

    is tempting but risky. In a Game Round, you

    will never be able to perform all the Actionsyou would like as prioritizing them is the

    key to winning.

    With frequent updates, well provide you

    with new models, brilliant art, comic book

    style strips and campaigns and ideas that

    shape the Pulp City setting. Get ready to

    protect Pulp City in the coming months

    from alien invasions, a necroplague from

    the outer dimension and all your favorite

    pulp events!

    Arm yourself with a tape measure (inches),

    several d6 (six sided dice) and at least a

    couple of Supreme miniatures and get your

    Heroes and Villains out on the streets and

    ght for supremacy in Pulp City!

    Theclash!

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    Chapter1Heroes

    &Villains

    Lets face it creep. No Tschernobyl waste willterrorize MY block.Answer me, why are you here?Are you deaf? Chronin shouted.A Whoosh served as an answer and the air lledwith an overwhelmingsmell of charred esh as the green ray hit

    the sword-armed woman. The emerald hazedispersed and the glowing monster let out a snarlthat might have qualied as laughter.

    Bravo, bravo, work of art. Silent and yet soefcient! The hooded man stepped out of thedarkness. He walked up to the still but yetbreathing body of a woman on the oor. Makingsure that she stayed unconscious long enough, hewalked a safe distance from Nuke.

    Good boy, come to daddy, these bad people dont

    know that you cant speak, they mock you. Dontworry, daddy has all the answers. Now grab thatcomputer and lets be gone before more of thesetin soldiers from Heavy Metal turn up.

    The following chapter will describeeverything you need to know aboutyour Super Team. Like most of theother comic book settings, Pulp City issupposed to have a clear moral divisionbetween acts of good and acts of evil.

    Recent events taught citizens of PulpCity that the times are changing and

    the lines arent that clear anymore.

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    The Supreme Card:

    Every Supreme blister comes with special cardsthat detail the specics and powers of themodel.

    Heroes & Villains:

    For gameplay purpose, you have to decide whetheryou want to play the good guys, the Heroes, or thebad guys, the Villains. Simple, isnt it? The choiceis vital and obligatory since it will determineAgendas (see: Agendas). Heroes and Villains arereferred to further in the book as Supremes todistinguish them from us, meek humans.

    On the card that comes with each Supreme miniatureyou will nd a distinctive icon that sets them apart.Some miniatures have both icons on their cards thatmeans they can be played on both sides.Some other posses a particular skill called Greed (see:Skills), these sell-swords ght on the side that offersmore gain in a given time.

    During an Encounter (a term well be using todescribe a one game session), two or more teams faceeach other. Dont worry if two Hero teams clash

    that is very often case. In fact, recent research showsthat 68% of all clashes between Supremes are Hero-Hero or Villain-Villain clashes.

    Skills: (see the

    chapter on

    Skills)

    Name

    Traits:Strengths

    andweaknessesof

    Supremes:St

    rength,

    Defense,Energy,Agil

    ity,

    MindandSpirit.Red

    TraitsareTrump

    Traits.

    Heroor

    Villain?:WhethertheSupremeisaHeroorVillainorboth!

    Origins:Science,

    NatureorMystery?

    TeamAllegiance:Theteamitbelongstoifany.

    Damage: NumberofDamage

    Pointsa

    miniaturemaytakebefore

    becoming

    Incapacitatedorinsomeca

    ses

    Eliminated.

    Level:Fromthelowly1toa

    Leaders3

    ActionPointsor

    ActionPoints

    Allowance:Number

    of

    ActionPoints

    aminiaturemayuse

    perGameRounddr

    awn

    fromtheteams

    ActionPool.

    3

    4

    Damage

    Androida

    Blitzer1,CyberH

    ead,Mechanical

    level1

    AP5HeavyMetal

    3

    3

    5

    3

    heroesvillains

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    ALLSUPREMESFROMHEROES

    STARTERBOXREADYTOPLAY

    Team composition:

    Your Super Team will be composed of severalminiatures. The Encounter level denes thenumber and strength of your team. Before thegame, agree with your opponent on the EncounterLevel. This can be as low as 3 to as high as 24.The Encounter Level denes how many SupremeLevels you can recruit. Each miniature has aSupreme Level of 1, 2 or 3. To select the teammates, add up their Levels to equal the totalEncounter Level by following two rules:

    In each Super Team there must be an equalnumber of Level 1 and Level 2 Supremes.

    If it is not possible because of the EncountersLevel (Level 4, 5, etc.), you may not have morethan one additional Level 1 character thanthe total of Level 2 characters OR more thanone additional Level 2 character than the totalnumber of Level 1 characters.

    A Level 3 Supreme, usually a team leader ofheroic proportions or a villainous mastermind,represents a power to be reckoned with. Theystand out from Level 1 and 2 characters becauseof their awesome Team Action. Therefore youmay only have one Level 3 miniature for everycomplete 12 Levels of Encounter. A super teamled by a Level 3 Supreme and representing onesubfaction gains the access to a special bonus(described on a card included with the leadermodel).

    Example: Straight out of the Heroes starter box, ateam of three Level 2 Heroes (Solar, Iron Train andAce of Wraiths) and two Level 1 (Red Riding Hoodooand Androida) is a perfect example of healthy mix of8 Supreme Levels. Adding in another Level 1 Hero toexpand your team, and then a level 3 Hero for a totalof 12 Levels would be a great way expand your heroesor villains selection.

    Examples of Team

    Composition:

    Small Street Brawls:Encounter Level 3: one Lvl 1 and one Lvl 2

    Encounter Level 4: two Lvl 1 and one Lvl 2Encounter Level 5: one Lvl 1 and two Lvl 2Encounter Level 6: two Lvl 1 and two Lvl 2

    Typical Skirmish:Encounter Level 7: three Lvl 1 and two Lvl 2Encounter Level 8: two Lvl 1 and three Lvl 2(your starter box!)Encounter Level 9: three Lvl 1 and three Lvl 2Encounter Level 10: four Lvl 1 and three Lvl 2Encounter Level 11: three Lvl 1 and four Lvl 2

    Major Team Clash:Encounter Level 12: three Lvl 1, three Lvl 2and one Lvl 3 OR four Lvl 1 and four Lvl 2

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    Origins:

    Mom, I wish a radioactive mosquito had

    bitten me! My life is so boring!

    Tommy Hanson (12)

    The manifestation of supernatural powers is

    usually unpredictable and wild. On discoveringthe slumbering power in their children mostparents panic. Only some seek out professionalhelp. Research shows that only 21% of enhancedhumans decide to use their powers for the causeof good or evil, most resort to feeding their greedor survival instinct and hide behind the mask ofordinary life. Where do the powers come from?There can be no one answer, since some powersseem to be inherited while some appear aftertraumatic events. Recent studies have shownthat for some of them a common background

    may be outlined.

    Each Hero and Villain comes with an Origin ofhis or her power. Scientists managed to groupthree most common sources, though there maybe others.

    Science:Some Supremes are born where science collideswith their ordinary human lives. Radiation,chemicals or toxic fumes alter the bodiesand minds and push evolution toward a newfrontier.

    Nature:Children born to minor deities of Nature ordabbling with ancient druidic powers, becomeSupremes of Nature that mimic the raging powers

    of the elements or of wild animals. Even a hightech society like Pulp City is helpless against theunchained fury of Nature.

    Mystery:The occult, divine interventions, pacts withdemons or opening portals to Necroplane theseevents grant common people powers beyondimagination.

    These powers usually come with great price.

    The Origins Triad:

    As you will see, many Actions mention OpposedRolls (more on them in Chapter 3).Opposed Rolls are a way of solving all of thebattleeld situations where 2 or more modelsface each other. Whenever there is a call for theOpposed Roll, each model rolls a dice and adds itto a required Trait.

    The Origins Triad pictures the supremacy ofcertain Origins above others.As a game effect, whenever super powers clashand tie on Opposed Rolls (see: Gameplay) comesup, a superior Origin is victorious and consideredto have bested the score by 1 point. If their Originsare the same, consider the attackers Action asfailure. The prevailing Supreme is determined byhis/her Origin according to the following order:

    Nature is stronger than Science. Multiplecases of broken dams, villages swept byavalanches or thunderstorms plunging cities indarkness show that Science has a very limitedpower over Nature.

    Science is stronger than Mystery. Therecent incursion of Necroplane into Pulp Cityis a clear proof that Science mercilessly pushesMystery back into the realm of childrens stories.The new electronic equipment and plasma

    weapons are capable of interfering with magicand incorporeal beings. Sad but true the greatmysteries of old get conquered one by one.

    Mystery is stronger than Nature. The rootsof magic are in the Nature worshiping cults,and the new generations of occult practitionersharness the destructive powers of Nature withmystical verses or demon granted powers.

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    Traits:

    Before we proceed to the supernatural powers,we must learn the Traits that dene a Supreme.Every model in your Super Team is dened by anumber of Traits. The level of Traits (from 0-10)denes the potential of a Supreme in a given eld.

    The Traits are usually inborn but some of themare trained and honed through blood, sweat andtears.

    Strength:denes how hard and precise your Supreme canhit and how much he can lift. Beings with highStrength are usually warrior-like bruisers whohit rst before asking questions.

    Defense:whether its supernatural resilience or amazingluck in absorbing enemy blows, Defense showshow skilled your miniature is in staying alive!Beings with high Defense wear heavy armor orrely on the otherworldly help to protect themfrom oncoming blows, or are just very lucky tobe born with iron-like skin.

    Energy:is the unique ability to manipulate various kindsof energy, whether of cosmic origins or elementalsources. Sometimes, a clever use of guns andmodern weapons may be enough to combatother super humans. Beings with high Energyare powerhouses with a lot of energy RangedCombat attacks.

    Agility:is speed and acrobatics combined. Beings withhigh Agility run with the speed of light and candodge bullets.

    Mind:is the power of the thought that can levelbuildings or calm raging psychopaths. Beingswith high Mind usually sport some unusualpsychic powers.

    Spirit :is the undying will to live but also resilienceto psychic attacks and to mind control. Beingswith high Spirit draw upon their religious or

    philosophic convictions and usually support theirteam members more indirectly than others.

    Trump Traits:

    While most of the Supremes are smarter, strongerand more agile than humans, the key to theirdomination is their superiority in selected elds.Even jacks of all trades see that specializationmeans survival in the world of never-endingconict.

    Most of the Supremes possess one or more TrumpTraits. These Traits are marked in red on theirreference cards.

    When making an Opposed Roll with a TrumpTrait, once a Game Round, you are entitled to re-roll the result of a d6. The second result alwaysstands. The attacker always has to decide rst ifhe wants to use the re-roll.

    If your Supreme has 2 or more Trump Traits,

    he or she gets that many re-rolls but they arentuniversal. For instance, Guerilla whose TrumpTraits are and gets two re-rolls a gameround, one for Opposed Roll, the other for

    Opposed Roll.

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    You nasty aristocratic hummies, theCentury of the Ape dawns and Guerilla willsee to it!

    The self-proclaimed spokesape and leader ofthe Communistic Ape Revolution Committee,Guerilla, to hostages at the failed attempt tooverthrow City Council

    The Game Sequence:

    Every Encounter (a game session, a battle)consist of number of Game Rounds thatfollow the sequence:

    - Action Pool Calculation (see below),- Effects Phase: all the effects thatmention At the beginning of the Game Round.These may be Team Powers, use of Artifacts thatneeds to be declared, some Agendas, etc.- Starting Roll (see Chapter 6:Encounter),- Taking Turns (see below),- End of the Game Round: when bothpools are dry or when both players call the endof the Game Round.

    Taking Turns:A game consists of several Game Rounds. For theoptions of the gameplay and number of Rounds,see the Chapters on Agendas and Encounter.Each Round, all players take Actions alternatelyuntil all of their Action Pools are empty or whenboth of them decide to end the Round. Whenyou take an Action, you may activate one ofyour Supremes who uses one of theUniversalActions or Exclusive Actions available.

    After the Action is completed and all its effectstake place, the turn passes to your opponent.The opponent does the same and the turn comesback to you. There is no limit on the number oftimes you can activate a given model. The onlyrestriction is the Action Points cap (Action PointsAllowance) printed on its card.

    In case you dont feel like acting on your turn,you may always use the Pass Action, though toprevent the game from lagging, this comes at aprice (see: Universal Actions).

    Whenever it comes to players turn, a player mayannounce that he is done for this Round anduntil the end of the Round only the other playermay act. You may not change your mind afterdeclaring you are done! The same thing happensif your Action Pool runs dry!

    Action System:

    A model can perform a given Actiononly once each Round unless statedotherwise.

    There are some exceptions resulting from thesmart use of Actions or Skills. This preventsgames from turning into mindless bashing orinnite ducking and hiding.

    Chapter2Th e g a me &t h e a ct io n

    sy st e m

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    The Action Pool is the overall acting capabilityof your team in a given Game Round. Any Heroor Villain on your side may use the Action Pointsfrom your pool up to their individual limit (ActionPoints Allowance).

    How to calculate yourAction Pool:

    For each Supreme Level in your team (of modelsstill on the eld and not Incapacitated) take 2Action Points.

    Add an extra 2, plus any modications that comefrom skills, actions or any other game effects.

    Example:Two Heroes and Villains players decide to play a smallskirmish between Supreme duos thus agree for theEncounter Level 3. Hero player elds Ace of Wraiths

    (Level 2) and Androida (Level 1).

    His starting Action Pool is 3 Levels x 2 + 2 ActionPoints. Ace and Androida have 8 Action Pointsto use in the rst Round on their Universal andExclusive Actions and any Resource orientedActions like Orders for Minions, Device Activationetc.

    The calculation is done as the very rst step everyGame Round (with some effects rarely happeningbefore) unless some Actions specically modify it.The number of points in the Action Pool does notchange during the Round (for instance, a healedIncapacitated Supreme doesnt immediately addits Action Points to the Pool, it happens at thebeginning of the next Round).

    The easiest way to mark the ow of Action Pointsfrom the Pool is to use tokens which are movedfrom the Pool next to your Supreme cards.Whenever Supreme takes an Action, the cost of itin tokens is taken from the Pool and placed nextto the miniatures card. You can always mark thecurrent state of the Action Pool on a multi sideddie.

    Combining Actions: Actions marked withan asterisk (*) may be combined with any otherActions. A model upon its activation performs 2consecutive Actions (but not 3 or 4).

    You must always announce both of the Actions inorder and pay their cost in Action Points beforeyou perform the rst one.

    Acting fast comes at price so even if after therst Action you decide not to perform the secondAction, the APs are lost!

    Example:Ace of Wraiths decides to shoot at a Vil lain while fallingback. He aims Soulshot (Action) at Gentleman and then,after the Action is resolved, Moves* 4 inches away. BothActions are done in one activation.

    If you decide to combine the Move* and Run*Actions together, their cost is only 2 Action Points(as opposed to the regular 3). It is still consideredto be two Movement Actions.

    BOTHTEAMSBENEFITF

    ROMTHEACTIONPOOL

    OF8ACTIONPOINTS-

    3SUPREMELEVELSX2

    =6+2BONUSPOINTSO

    NTOPOFTHAT.

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    Universal Actions:

    Universal Actions are Actions that may beperformed by any Supreme. Some skills likeInhuman may prevent Supremes from performinga given Action for obvious reasons. You would

    not expect an undead monstrosity to be shoutingorders (Command) to Corrupted Cops. To performan Action, activate one of your miniatures andproclaim which Action you are using. Whetherthe Action succeeds or fails, you always have topay the appropriate cost from the Action Pooland place the tokens on the activated miniaturescard. The cost of every Action is printed inparenthesis next to the Actions name.

    Trait Range:

    Some Actions refer to Trait Range. For instance,Command (X) description says: A Supreme mayissue an order to a Minion Resource within its

    range. The range is always measured in incheswith a value of a respective Trait. To be in rangeof a model means that at least a part of the baseis within the given distance in inches.

    Universal MovementActions:

    Any Supreme may perform only 2 MovementActions per Game Round.All Supremes move on any horizontal (commonsense applied!) surface. Feel free to discussrestrictions before the game starts, decide whichparts of the gaming board are impassable.Certain skills will inuence movement. Skillslike Gigantic increase the range; others, likeWall Crawler or Flight, enable more heroic formsof moving.

    Difcult Terrain and Impassable Terrain:

    Once the Encounter scenery is set, please discusswhich parts of it are considered to be Difcult orImpassable Terrain. Supremes moving throughDifcult Terrain halve their movement distancerounded up. Impassable Terrain is impassablebut in many cases (hint hint!) destructible.

    Move* (AP 1): The model may move up to4 inches.

    Run* (AP 2): The model may move up to4 inches.

    Jump* (AP 2): The model may jump horizontallyor vertically.The jump length/height is equal to half

    a Supremes rounded up.If the jump is vertical, the model may landwithin 1 inch of its starting location (to representlanding on the rooftop or a vehicle).

    Get up* (AP 1): Cancel the Knocked DownCondition. Get up* may be performed twicea Round.

    Universal Combat Actions:

    Strike (AP 1): Nothing is as simple as throwinga punch right in the face of your enemy.Supremes may perform Strike several times in aGame Round equal to their Level.Roll D6 and add Supremes score. The enemygets to roll D6 and add his/her roll. Apply1 point of Damage for every point over the

    score.

    Universal Resource ManagementActions:

    Most of the Resources come with severalCommands (typical for Minions) orActivations (typical for Devices, Artifacts,Weapons). These are treated just likeregular Actions. A Supreme may useseveral Resource Management Actions,no specic Command or Activation maybe repeated in a Game Round.

    Command (AP Varies): A Supreme may issuean order to a Minion Resource within its double

    range. The cost of the Action is equal to anOrder printed on the Minions card. The ActionPoints are subtracted from the Action Pool and donot count toward the limit of Supremes Actionsthis Round. Just move the tokens out of the Pooland dont assign them to a particular Supreme.

    A Science Supreme with Cyberhead skill mayCommand any friendly non-Personal Device onthe battleeld. Thanks to the modern technology,

    there is no range limit.

    Activate (AP Varies):A Supreme may activatean Artifact, Device, Weapon or Misc Resource inthe possession of the Supreme. The cost of theAction is equal to the one printed on the Resourcecard. This Action counts towards the SupremesAction Points Allowance.

    Tactical Actions:

    Pass (AP 1): In some situations it might bewiser to wait and see what your opponent doesbefore acting. You may always choose to pass

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    your Action and do nothing but since abusingit becomes an expensive habit, try avoiding it.Passes may be repeated and are not miniaturespecic so the Action Points cost is not assignedto any particular model.

    Hold* (AP 2): Hold is an Action that may be usedpassively until certain conditions are met. Pay

    the Action Points cost for Hold* plus the ActionPoint cost for any other Action.The second Action is not performed immediatelybut may be performed after any of your opponentsAction or your Actions. You may do it even if youannounced you have ended your Game Round.Unused Hold* Actions expire by the end of theGame Round or when the Supreme using theHolding* Action decides to perform any otherAction or gets Knocked Down. If two players stillHold* Actions when the last one claims he/sheis nished this Round, the player who called the

    end of the Game Round rst has to use up or calloff his Held* Action rst. The Hold* Action maybe repeated any number of times in a given GameRound. A miniature may Hold* only one Actionat a time.

    Example:

    Androida pays 3 Action Points (2 for Hold* and 1 for

    Move*) to sprint safely down the street after all Villains

    have fallen back. Unfortunately for her, Hellsmith pays

    5 Action Points to set a trap and Hold* Cleave Earth

    beneath Androidas feet whenever she comes out of

    hiding. The Round continues when the Villain players

    Action Pool runs dry and he has to call the end of the

    Round. Heroes perform two more Actions and call the end

    of the Round too. Since Villains decided to end the Round

    rst, Hellsmith has to trigger Cleave Earth or drop it

    before Androidas closing Round Move*!

    Exclusive Actions:

    Unique Actions that can be performed only bya given model are Exclusive Actions. They area true manifestation of his/her supernatural

    powers and a mainstay of every team.Each Hero or Villain card comes with severalExclusive Actions. The rules for UniversalActions govern them as well. For example, nonecan be played twice a Round etc.

    Team Powers:

    Every model comes with a unique Team Power.It is always on and never takes Action Points toactivate or maintain. Bonuses from Team Power

    stack up with those gained through Actions andResources. Incapacitated models dont have theirTeam Power on, while Knocked Down modelscan access their Team Power. In rare cases, theTeam Power is more of a curse than a blessing.

    Trump Actions:

    Once you are familiar with your SupremesExclusive Actions and you have mastered theUniversal Actions over a couple Encounters,it is time to spice up the game with someadded twists. Trump Actions are Trait specic

    Universal Actions, Supremes benet from beingmasters of certain Traits and thus gain access tothese super combat moves.

    All Supremes have access to the Actions thatmatch their Trump Trait(s).Each Trump Trait has 3 unique Actions: Basic,Advanced and Leader.Level 1 Supremes may use only Basic TrumpTrait Actions. Level 2 Supremes may use Basicand Advanced Actions. Level 3 Supremes shinein the Trump Trait Actions department they

    have access to all of them!

    Combined (*) Trump Actions may never be usedas a stand-alone Action, they always refer to anAction which they are combined with.A Supreme may combine them with one or twoalready combined Actions (an exception to therule). In each activation, only one Trump TraitAction may be used. Bonus effects are appliedto only one Opposed Roll even if the Action mayrequire several.Some Actions are used outside of the regular

    turn sequence. Their cost must be immediatelypaid upon the declaration. The Supreme using anout of turn Action must still have the requiredAction Points Allowance and there must be theadequate number of Action Points still left in theAction Pool.

    Example:

    Hellsmith combines Move*, Cleave Earth (a Ray Action

    see Chapter 3: Combat) and Power Up* Trump

    Trait) for the total of 6 Action Points. He decides to use

    the Power Up* on the rst model hit with the Ray, the

    following ones are hit normally.

    Example:

    Nuke suffers 5 points of Damage. Since his Action Points

    Allowance is still 3 (he had used Move* and Strike this

    Round AND is his Trump Trait), he decides to use

    Block. Nuke immediately pays 3 Action Points to cancel

    3 points of Damage and since he used 5 Action Points this

    Round (his AP Allowance), he may not activate until the

    next Game Round.

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    Strength:

    Basic:Power-up* (AP 2):Roll two extra dice separately and add the lowestof them to the Opposed Roll.

    Advanced: Throw (Pr vs. /AP 3):The Supreme picks up an object in Base to Baseand throws it as a projectile. You may target anenemy model, any structure or any place on thegame board within the Range. Place the object sothat it touches the target and apply an OpposedRoll.Strength 1-4: Street Lamps, Bikes, Trash Cans,

    etc.Strength 5-8: Cars, Phone Booths, etc.Strength 9-10: Helicopters, Fighter Planes,Trucks, etc.If you decide to pick up an object lighter than theones allowed, add 2 to the Range of the Projectile.Example: Hellsmith 6 picks up a car Range6. If he picks up a trash can, his Range wouldbe 8.

    Leader: Headbutt ( vs. / AP 2):If the Supreme wins the Opposed Roll, theopponent suffers no Damage but is Knocked

    Down. Attacker or Defender on a smaller basesuffers a -2 penalty to the Roll.

    Defense:

    Basic: Block (AP X):Whenever suffering any Damage other than fromthe source, the Supreme may pay any numberAPs to cancel the equal amount of Damagepoints. Pay the AP cost outside of the regularturn sequence.

    Advanced: Push Away ( vs. /AP 2):Make an Opposed Roll vs. against anenemy model in Base to Base, for each pointyou beat the opponent, move the model inchdirectly away from you in a straight line. If thePushed model collides with a piece of scenery or

    any other model, it stops and both suffera vs. Opposed Roll. If Push Away issuccessful, it cancels Base to Base condition.

    Leader: Lock* (AP 2):Lock may be performed as a Combined Action inaddition to any offensive Action targetinga model in Base to Base. If the Supreme makesan Opposed Roll against another model in Baseto Base and succeeds, that model suffers thefollowing consequences whenever it wants toleave Base to Base this Round.

    - If it succeeds on the attempt to leave it maymove away but still suffers a free Strike,- If it fails on the attempt to leave may not moveand suffers a free Strike (Locking model benetsfrom +2 to its Roll) and is Knocked Down.

    HELLSMITH COMBINES MOVE-

    MENT, THE OFFENSIVE ACTIONS

    AND THE TRUMP TRAIT ACTION.

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    Energy:

    Basic: Power-up* (AP 2):Roll two extra dice separately and add the lowestof them to the Opposed Roll.

    Advanced: Leech* (AP 1):

    For every point of Damage inicted withthis Action, the AP Allowance of that modelincreases by one for this Game Round. The limitof the extra AP is the Supremes Level +1. If theSupreme fails to inict any Damage, it may notactivate this Round.

    Example:

    Solar hits with his Flaming Fists (he decides to use Leech*

    on the rst hit against a Corrupted Cop) and inicts

    6 points of Damage. Since his Level is 2 (2+1 equals 3

    APs), he increases his AP Allowance for this Round from6 to a whopping 9!

    Leader: Charge Up* (AP X):Charge Up* may be performed as a CombinedAction in addition to any offensive Action. Itscost is equal to the number of models affected (incase of Rays it is always 1, no matter how manymodels get affected in the end). Models sufferingDamage suffer Aftershocks 3.

    Agility:

    Basic: Duck (AP 1):Whenever the Supreme suffers at least one Pointof Damage from or Ranged Attack andit is not in Base to Base with an enemy model,move up to 1 inch in any direction and reducethe Damage taken by 1 point per Supreme Level.Duck may reduce the Damage to 0. Pay the APcost outside of the regular turn sequence.

    Advanced: Dodge (AP 1):Force an enemy in Base to Base to re-roll one

    or Opposed Roll targeting the Dodgingmodel. The re-roll takes place after the enemysTrump Trait re-roll and before the Dodgingmodels Trump Trait re-roll. Pay the AP costoutside of the regular turn sequence.

    Leader: Counterattack (AP 1):Whenever the Supreme suffers at least one Pointof or Damage (and it survives) from an

    opponent in Base to Base, immediately make anOpposed Roll against the attacker ( vs. ).If you win, inict 3 points of Damage on theopponent. Pay the AP cost outside of the regularturn sequence.

    Mind:

    Basic: Power-up* (AP 2):Roll two extra dice separately and add the lowestof them to the Opposed Roll.

    Advanced: Weak Spot* (AP 1):

    If the Supreme inicts at least 1 point of Damagewith the Action combined with Weak Spot*, addone extra point of Damage for each Level of theSupreme.

    Leader: Feedback* (AP 1):May be only combined with a Action. Forevery full 2 points of Damage inicted with thecombined Actions, add one extra AP to the ActionPool (maximum 3). If the Supreme fails to inictany Damage, it may not activate this Round.

    Spirit:

    Basic: Last Stand (AP 1):The Supreme forfeits all activations this Round.For the reminder of the Round, it benets froma bonus equal to its Supreme Level to all OpposedRolls.

    Advanced: Strong Will* (AP 2):When rolling this Opposed Roll, roll 2 dice andchoose one of them. If you decide to use a re-rollafterwards, roll only 1 die.

    Leader: Inspire (Au 3/AP 3):The Supreme forfeits all activations this Round.For the reminder of the Round, all friendlymodels within the Aura benet from a +3 bonusto all Opposed Rolls.

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    The Book of Sand describes more than one

    thousand ways of making you crawl before

    me, mortal!

    /Morfeo to his psychotherapist at their last session/

    Lots of Pulp City goals and Agendas areaccomplished through combat. And believe us,the game offers many ways of hurting youropponents. All Combat Actions (i.e., ones thathave the potential to inict Damage) are solvedthrough Opposed Rolls.

    An Opposed Roll involves the attacking model toroll a d6 and add the score to the Trait assignedto the Action. The target does the same, addingto the roll an opposing Trait.

    If the attackers nal result is less than defenders,the Action fails. If the attackers nal result ismore than defenders, the Action succeeds andin some cases the difference between those tworesults is the Damage applied to the defender.

    If the attackers nal result equal to that of thedefenders, resort to the Origins Triad to nd outif the Action succeeds or fails.

    Example 1: Gentleman spends 3 Action Points touse his trademark Point Blank at the onrushing

    Androida. He rolls d6 and adds the result of 4 tohis Trait of 5 (4+5=9).

    Androida, a speedster great at dodging bullets,rolls her Trump of 2 and adds 5. With hernal result of 7, Gentleman manages to inict 2points of Damage.

    Example 2:

    When the smoke clears, Iron Train rams into Guerilla,

    steel versus muscle. Having run out of other more

    elaborate Actions this Round, he decides to use Strike on

    the big ape. Hefty of Iron Train (5) would have gotten

    added to poor roll of 2 if not for the fact that Iron Train

    still has the option of a Trump Trait re-roll.

    The Guerillas score of 5 gets added to a roll of 4.

    Iron Train goes for the re-roll and a 4 comes up. We have a

    draw! In this case, we compare combatants Origins. Iron

    Trains Origin is , Guerillas Origin . Since

    prevails over , the big ape manages to dodge the iron

    blow.

    Automatic Success (AS):

    Rolling a 6 means an automatic success againstall odds. In case of both sides having rolled6 on Opposing Rolls, Automatic Successes canceleach other and the value of the roll is taken intoaccount. Automatic Success means that the rollwas won by 1 point unless youd win by more.

    Types of attackAll based attacks, unless specically notedotherwise, are Close Combat attacks. You mayonly use them against a model in Base to BaseCondition (see Chapter: Conditions).

    based attacks are opposed by rolls.

    All based attacks, unless specically notedotherwise, are Range Combat attacks. RangedCombat types are described below. You mayalso use them against a model in Base to Base

    Condition with several restrictions. basedattacks are opposed by rolls.

    All based attacks, unless specically notedotherwise, are Range Combat attacks andin few cases, Close Combat attacks. RangedCombat types are described below. You mayalso use them against a model in Base to BaseCondition. based attacks are opposed by

    rolls.

    Types of Combat:

    Chapter3

    Combat

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    Close Combat: Any attack made against modelsin Base to Base (using Strength or Energy) isconsidered to be Close Combat unless statedotherwise.

    Projectiles (Pr): Whether bullets or mindcommands, projectiles are aimed to deal a lot ofhurt to a specic target. Projectiles require Lineof Sight (LoS)

    Targets: 1LoS: yesUsing in Base to Base: yes, based andsuffer -1 to the roll

    Shadow Fangs ( VS. /AP 2):

    Forego all Strikes this ROUND

    to make two Opposed Rolls

    against ANY models in Base

    to Base at +1 each. If

    TWILIGHT wAS still in Lurk

    mode, add +2 to instead.

    The attacks may be directed

    at two different enemies.

    Snipe(Pr vs. /Range1

    2/AP3):

    Snipemayonlybeusedwhen

    Gentlemaniscapableofus

    ing

    SniperRifleandthereare

    no

    hostilemodelswithin2inches.

    ResolvetheOpposed

    Rollat 8.

    tHATSHOULDTAKE

    CAREOFTHEM!

    AWAY FROM THEMAIN FRAY, GENTLEMAN PICKS OUT

    VULNERABLE TARGETS.

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    Ray (R): Rays are powerful outbursts of energyor mind. Draw a straight line as wide as theattackers base from the Ranged Combatingmodel to a point located as far as the Range limitof the attack. You cant make the attack shorterthan the limit. The rst model in the line or

    a scenery piece suffers the Opposed Roll at fullpower and if the attack inicts at least one pointof Damage, the ray continues traveling. Everyother model affected suffers an Opposed Roll athalf of the used Trait (rounded up) until you failto inict any Damage. Yes, shooting at a scenerypiece with a Supreme hidden behind it is quiteacceptable, especially when youre playinga Villain. based Rays ignore scenery pieces,so dont reduce the power. based Raysusers still need to see the rst original target.

    Targets: 1+LoS: Yes, to the original targetRange: The length is stated in the Actionsdescription, the width is determined by the basesize of a Supreme using the Ray.Using in base-to-base contact: yes, basedsuffer -1 to the roll.

    Blast (BlX): Blasts are your typical explosivemanifestations of super powers.Energy travels to a designated target andexplodes. Resolve the Opposed Roll withthe primary target rst. Unless the roll is 1 (seebelow), proceed with the Opposed Rolls (you keephalf of your score for all Opposed Rolls roundedup) against all targets in the Blast Range.

    Blasts are tricky to use. On a natural rollof 1 against the original designated target,your opponent has an option of immediately

    redirecting its point of explosion up to 2 inchesin any direction. Models using based Blastsare always immune to their own Blasts.

    Targets: 1+LoS: yesRange: Range to the primary target determinedby the Actions description. The radius of theBlast is always mentioned next to the description(example: Bl2 means that a 2 inch radius roundtemplate is placed centrally on the initialtarget).Using in Base to Base: yes, based suffer

    -1 to the roll. The original target may be only theone in Base to Base.

    Slam(Bl2 VS.

    /AP4):

    UseinsteadofMov

    e*orRun*Actions

    .

    Guerillajumps u

    pto4inchesinany

    directionandSlam

    shisbodyintoane

    nemy.

    PlaceaBlastcentr

    allyontheinitial

    target.Guerillaisimmunet

    othiseffect.

    IFGuerillarolls1,

    theattackfailswith

    noextraconsequ

    ences.withnoextr

    a

    consequences.

    CleavetheEarth(R( /AP3):

    Ariftopensinthefac

    eofEarth.

    keep still,tin can!

    RUMBLE!!!!

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    Self Blasts (SBlX): are some blasts that originatefrom the model using it. The model is immune toits effects and since it is the original target of theBlast, there is no risk of the Blast redirected orbeing a dud. Roll your Trait and using the sameresult make Opposed Rolls with every model

    even partially within the radius. Unless stateddifferently, every model caught in the the SBlsuffers the Opposed Roll at full power.

    Targets: SelfLoS: noRange: 0, area of effect always mentioned nextto the description (example: SBl1 means a Blastthat affects all models even partially within 1inch of the Self Blasting models base)Using in Base to Base: yes

    Aura (AuX): Auras are pulsating halos ofpowers, usually granting benecial effectsto members of the team. In rare cases theybecome overwhelming waves of destruction thatemanate from a Villain. The Aura moves with

    the owner. The Aura ends at the end of the GameRound unless mentioned otherwise. A model mayhave only one active Aura at the time, though itmay benet from several Auras from differentsources.

    Targets: SelfLoS: noRange: 0, area of effect always mentioned nextto the description (example: Au1 means an Aurathat affects all friendly or/and enemy modelseven partially within 1 inch of the Aura modelsbase)Using in Base to Base: yes

    FlamingFists(Sbl2

    vs./AP3):

    Fire.Allfriendlym

    odelsareimmune

    toFlamingFists.

    Apocalypse(Au3 VS. /AP5):

    AnymodelcaughtintheAuraor

    movingintotheAurasuffers

    anOpposedRoll.Apocalypse

    lastsuntilNukemovesorisKnockedDown.

    foolisssshhumanssssss....

    21

    by thepower

    of the sunrays of

    ahau-kin !

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    Ranged Combat and Line of Sight: MostRanged Combat attacks require a Line of Sight(LoS).To establish LoS, draw a straight line from themiddle of the attacking models base to the mid-dle of the targets base. The middle we refer tois the central point of the base. If you can drawa straight line to any other spot in the base orany other part of the miniatures body (exclud-ing waving capes, weapons), your LoS is stillthere but the target model counts as In Cover(see Conditions). If you cant draw any straightline between the two miniatures, you dont havea LoS. Facing direction doesnt matter, thoughfor a realistic effect players are encouraged toturn their models in the right direction whenperforming the Ranged Combat attack. Terrainpieces or models within one inch of the attackerdo not grant In Cover to the defender. They dontblock LoS either if any part of the attacking mod-els body or head may draw a straight line to the

    defender.

    GENTLEMAN HAS A PERFECT LINE OF SIGHT (LOS) TO RED RIDING HOODOO (OUCH!), NO LINE OF SIGHT TO

    THE CITIZEN. ANDROIDA GAINS THE BENEFITS OF IN COVER SINCE THERE IS NO WAY TO TRACE A LINE

    FROM THE MIDDLE OF HER BASE TO THE MIDDLE OF GENTLEMANS BASE.

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    Conditions are results of certain Actions and havean impact on the gameplay. At any given time, aminiature may be affected by several Conditionsat once, so remember to keep track of them.

    Base to Base: Whenever a models base istouching an enemy or friendly models base orscenery, it is considered to be in Base to Base.Whenever a Base to Base Supreme or a Minion

    wants to move away from the enemy model, itmust make an Opposed Roll using oragainst the other models . If successful, itmoves away and doesnt suffer any consequences.In case of Minions, use their (icon Defense) stat.

    If unsuccessful, it suffers a free out of turn StrikeAction (i.e., the enemy doesnt have to pay for theAction and may perform the voluntary StrikeAction later on) and doesnt move away thoughthe Action Points are paid as normal.If a model is in Base to Base with more than onemodel, the Opposed Roll and probable Strike

    come only from the strongest one with a +1modication for each extra model.

    Charging: Whenever a model combines anykind of Movement Action with an attack againsta model in Base to Base (some Exclusive Actionsor Combined Actions like Run* and Strike), itis considered Charging. Charging prohibits thecharged model to leave Base to Base condition

    until the end of this Game Round. Chargingmodels add +1 to the or Opposed Roll inany Combat Action they combine with Movementbut only against the Charged model.

    Incapacitated:Heroes dont simply die! Batteredand broken, they remain on the battleeld. Unlessmentioned otherwise, when a Supreme suffersenough Damage to drop to 0 or less, it becomesIncapacitated. From this point on, it cant use anyActions or any Skills and stops generating ActionPoints for the Action Pool. Lay the miniature onits back in the spot where it suffered the damage.The miniature may not take any Objectivesand if it carried any Objective items, these areimmediately placed next to it and may be pickedup. All Minion Resources get Eliminated uponsuffering the required Damage; Minions neverbecome Incapacitated.

    Eliminated: Certain attacks are very powerfuland vile. When the Action/Skill that causes theSupreme to become Eliminated is resolved, themodel is removed from the gaming table andcannot return. If it carried any Objective items,

    these are immediately placed next to it and maybe picked up.

    Knocked Down: The model is Knocked Downand it cannot perform any Actions except for GetUp*. All effects bound to it (Auras, Team Powers,etc.) still apply. Their Opposed Rolls are made at-2. Being in Base to Base with a Knocked Downmodel is great for the hostile models: while theycan still direct their attacks against it, they arealways free to move away with no consequencesat all!

    Knocked Down models do not provide cover,they dont block LoS and can be moved over ifthere is enough movement to fully move past theKnocked Down model.

    Falling: A model plunging from a height isconsidered to be Falling. Some Actions mayresult in model falling down. Falling from aheight equal to twice the miniatures height issafe. Calculate the distance in inches this isthe Falling . Make the or OpposedRoll against the Falling . If any Damage issuffered, the model is Knocked Down. On both

    rolls there is no Automatic Success.

    Chapter4

    ConditionsConditions

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    Beings with Flight, Levitate and Wall Crawlerskills dont suffer Damage from Falling unlessthey are Shot Down (see: Flight Skill).Truly only the frailest Supremes will eversuffer Damage when Falling. A Supreme (and

    only a Supreme, Minions lack the courage!) mayvoluntarily Fall from any height by using anyMovement Action. If the model Falls on any othermodel, it suffers an Opposed Roll with equalto the Falling models . The intentional Fallingmay not be combined with any other Actions.The Falling model suffers all of the consequencesmentioned above.

    In Cover: Miniatures in cover have a betterchance of surviving attacks. The cover is alwaysapplied when it is located between the miniatureattacked and the source of the attack (hence, thesource of a Blast attack is the primary target notthe attacker).

    There are three types of cover, each grantingbonus to the Opposed Roll:

    Soft (+1): other models in the way, wood, scrubs,streetlights etc.

    Hard (+2): metal, cars, brick walls, armoreddoorsRock! (+3): Concrete bunker, alien spaceship

    There is no In Cover bonus against basedattacks.

    Burdened: Some Agendas and Actions may put amodel in a Burdened Condition.Sometimes it may be voluntary (like pickingup an Objective) or enforced (like an effect of ahostile Action).

    The Burdened model may only make oneMovement Action, may not take any FlightActions (the model is considered to have Landedupon becoming Burdened). The model cannotbecome Burdened voluntarily again, and anyfurther hostile Burden Actions dont worsenthe Condition. A model may decide to stop beingBurdened at any activation for free if he gotBurdened voluntarily and not as a result ofa hostile action. If the Burden is dropped, it maybe picked up by any other model. Incapacitated,Eliminated, Knocked Down Supremes drop the

    Burden immediately.

    thiswill

    befun

    and....

    deadly!

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    Absorb (X): The Supreme suffers X Damagepoints less from every based attack. Thiscannot reduce Damage to less than 1 points.

    After Shocks (X): Attacks of the Supreme areso powerful, their effects are suffered not onlyimmediately but also later. When a Supremeendowed with After Shocks deals Damage, in thebeginning of the next Game Round (and only thisRound), apply X Damage to the target just beforeyou calculate the Action Pool. After Shocks donot stack up, a model may suffer only one AfterShock a Game Round, always the one with thehighest value.

    Air: The Supreme is Immune to Air, all basedattacks made by the Supreme are considered to beAir Attacks. The Supreme suffers double Damagefrom Earth Attacks.

    Annoying: Some Supremes are annoyingly goodat avoiding direct confrontation. The Supremeignores the enemy models Charging Condition(though the +1 bonus still applies against them)when wanting to leave Base to Base Condition.

    Armored: You dont have to dodge if the bulletssplat against your armor! An armored Suprememay use rating instead of when defendingagainst attacks. In such case, a Defense TrumpTrait re-roll may not be used.

    Barricade: The broad arms of walking tanksmay offer more protection than a combat shield.The In Cover condition granted by a model withBarricade to others always implies +2 insteadof the regular +1 modication on the OpposedRoll.

    Blend (X): Add X to your (icon Agility) Rollswhen within 1 inch of any piece of scenery.

    Blink (X): A mystical power or high-tech gearthat allows a Supreme to teleport short distances.On any Movement Action, a Supreme may moveup to the X value in inches in any direction(instead of the regular Movement), bypassingwalls and obstacles. Place the model anywherewithin its movement limit, making sure his/herbase has enough space. The AP cost must be paidaccording to the Action replaced by Blink.

    Blitzer (X): Some heroes are famous just forbeing very, very fast!Increase both your Move* and Run* and anyExclusive Movement Actions by X inches.

    Bruiser: The powerful blows may not only stillyour breath but also steal the ground beneathyour feet. If a Bruiser deals more points ofDamage than the victims current value inone Game Round, the damaged model is KnockedDown.

    Hey, punk! That is not the way to talk to alady

    Man, she was trying to kill me, I swear shehad that big wolf following her, call the copsor PetCare, I swear it is still somewherearound here!

    Well you forgot to say please saidGentleman as he drew his 45.

    Skills are always passive. You never pay forthe activation. Skills may grant your modelsresistance against Actions or Conditions,they may add some Exclusive Actions orgrant some power. Some skills come in aSkill (X) format, where X is a numeric value.The power of the skill is dened on a Hero/Villains card.

    Chapter5

    skills

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    Construct: In addition to being Mechanical,the model may not issue any Commands, maynot be attributed any Resources beyond theseExclusive.

    Cyberhead: You need special capacities tooperate high tech equipment.A Supreme is capable of Activating teamsnon-Personal Devices and Commandingfriendly Mechanical Minions anywhere on thebattleeld.

    Damage Control (X): Whenever a Supremewith Damage Control uses a Ray Action, it maydeclare the length of the Ray below the maximumlength (exception to the rule). Friendly modelsunfortunate enough to be caught in the Rayattack benet from X to their Opposed Roll asthe Supreme tries hard not to hurt them.

    Deect (X): The Supreme suffers X Damage pointless from every based attack. This cannotreduce Damage to less than 1 point.

    Earth: The Supreme is Immune to Earth,all based attacks made by the Supreme areconsidered to be Earth Attacks. The Supremesuffers double Damage from Air Attacks.

    E.T.: The Supremes birth place is far away fromPulp City. Usually it doesnt want to go homethough.

    Fire: The Supreme is Immune to Fire,all based attacks made by the Supremeare considered to be Fire Attacks. The Supremesuffers double Damage from Water Attacks.

    Flight (X): One of the most archetypalsuperpowers comes with a price. A Supreme withFlight has access to following Universal Actionsand may be affected by certain Conditions:

    Up up and away!* (AP 1): Any MovementActions (until the Land Action is used or theSupreme gets Shot Down) are not restrictedby obstacles equal to or lower than the Flightvalue. Supremes may pass through other modelsand use any movement Actions to pass overgaps or dangerous terrain (lava, acid). Upon thecompletion of any Movement Action, mark thealtitude your Supreme is at with counters, rangingfrom 0 inches (follow the rules for Levitation) tothe Flights value in inches. Unless at Altitude 0 or1, the Supreme may not be targeted with Actionsthat require Base to Base condition. It is stillvulnerable to any Ranged Combat Actions withRng equal to or higher than the Flights value (nomatter whats the current ights level, measurethe attack to the models base) and attacks madeby miniatures with the sufcient Reach Skill.Up up and away Supremes benet also from +1to and . Models with Flight 3 or more

    benet from Blitzer 1, models with Flight 6 ormore benet from Blitzer 2, Models with Flight 9or more benet from Blitzer 3. The Blitzer bonusapplies only when the models are Up up andaway*.

    Land* (AP 0): Discard any Flight counters.The miniature is considered not to be in Flightanymore.

    Shot Down (Condition): Whenever a Supremethat used Up up and away suffers Damage orgets Knocked Down and is higher than one inchover any surface, compare the Damage to theFlight value (in case of Knocked Down assumethe failure). If the Flights value is higher thanDamage, nothing happens. If the Flights valueis equal to or less, the Supreme plummets to theground and suffers an Opposed Roll withequal to the number of Flight Counters. Do notapply the bonus given by Flight. There isno Automatic Success on either of the rolls. Theminiature is Knocked Down and Up up andaway ceases to affect it.

    Example: Mourn (Flight 3) takes up to the sky.After completing his Move Action in Flight,Mourn places 2 Flight Counters next to hiscard. Later on he suffers 5 Damage Points froma powerful shot. Since his Flight is 3 (less thanDamage suffered) crash landing is inevitable.

    He plummets to the ground and an OpposedRoll with power equal to the current amount ofFlight counters (2). Mourn is Knocked Down butfortunately suffers no Damage.

    Fury (X): A Supreme may perform X extra StrikeActions in a Game Round.

    Future Sight: A glimpse into the future orenemys mind may help win the day. At anytime during the game ask your opponent aboutall details concerning one of his Agendas. Youropponent may provide you with false information

    but then he is considered by the end of theEncounter as having not fullled the mentionedAgenda (maximum penalty on Agenda Points).

    Gaias Enemy (X): For some beings, sight of agreen forest or swimming dolphins is way toomuch! Add X to Opposed Rolls against OriginSupremes.

    Gate (X): Some Supremes dont have to walkto the battle, they just arrive in the ash! TheSupreme may deploy before the game up to Xlevels of Supremes and/or Minion Resourcesincluding himself/herself up to 6 inches beyondthe reglar deployment limit.The gated Supremes and Resources may not beplaced on objectives of Agendas.

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    Gigantic: Size does matter! The Supreme Moves*and Runs* 6 inches instead of 4. Whenever itwould suffer its rst Incapacitated or Eliminatedcondition during the game, it remains alive withone Damage Point. All further Eliminated andIncapacitated conditions take place normally.

    Greed (X): The Supreme cares more for money.He can be recruited by the opposite team undercertain conditions. A Villain may join Heroes, ora Hero may join Villains upon paying the value ofX from the teams Resources Pool.

    Hatred (X): Hatred against a certain model orgroup of models adds +1 to Opposed Rolls againstthem.

    Heavy Gear:The model may never voluntarilybecome Burdened.

    Immovable: The Supreme cannot be KnockedDown unless it is Up up and away*!

    Immune (X): The Supreme is immune to acertain factor, i.e., Knocked Down, etc.

    Inquisitor (X): Supernatural things dont belonghere. Add X to Opposed Rolls against OriginSupremes.

    Instability (X): The Supremes physical formis barely an anchor to our world. Each timethe unstable Supreme is wounded, roll a d6. Ifthe result is lower than X, double the Damagesuffered.

    Invincible (X): The Supreme suffers X Damageless from each Opposed Roll. If the nal result is0 or less, the Supreme is considered to have notsuffered any damage at all.

    Leader (X): The presence of a Leader in yourteam increases your Starting Score by X andyour Action Pool by X whenever the Leaderwould generate Action Points normally. If youhave more than one Leader in the team, increasethe Starting score only by the highest Leader(X)score but you may add all Action Points to thePool.

    Leader of Minions (X): Increase the OpposedRolls of all friendly Minion Resources within the(icon Spirit) range by 1. Each Round, Leader ofMinions may issue a Command with an ActionPoints value of X or less for free (no Action Pointsare spent).

    Leave no trace: The Supreme never suffersIncapacitated, when suffering the last point ofDamage, it becomes immediately Eliminated.

    Levitation: Supreme may move through otherminiatures and use any Movement Actions topass over gaps, move from a rooftop to a rooftopor cross dangerous terrain (lava, acid). It neversuffers penalties for Difcult Terrain.

    Living Arsenal (X): The Supreme may start thegame with one or more Weapon Resource of upto X value beyond its natural limit (for instance,Gentleman can start a game with any Level 1Resource plus any Level 1 Weapon Resource).These Resources still count toward the numberof Resources a team may have.

    Lucky: Did you just have a date with LadyLuck?Supreme may re-roll one d6 a Game Round. Thesecond result always stands.This is in addition to any Trump Trait re-rolls.

    Mechanical: The Supreme is technically notalive thus immune to some effects.

    Megalomaniac: The ego of the Supreme doesnttolerate the presence of any impostors. If thesame Megalomaniac model is included in bothteams, the model must try to eliminate theimpostor at any cost. The rst activation of theMegalomaniac in a given Game Round must beeither: Move towards the impostor (at full speed)using any Movement Action or perform Damageinicting Action against him/her.

    Merc: The Supreme counts as belonging to asubfaction represented by majority of Supremesin your starting line up. Therefore you can claimthe bonus for assemblinga Super Team. A Mercjoining Iron Train (Heavy Metal), Chronin (HeavyMetal) and Six Feet Under (Blood Pact) would beconsidered a member of Heavy Metal.

    27

    YOUCANT

    GETME

    IRON

    TRAIN!

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    Mind Fortress: The Supreme does not suffer apenalty for using based Actions in Base toBase.

    Minds Reach: All Projectiles, Rays andBlasts do not require the Line of Sight and passthrough obstacles.

    Molecular Manipulation (X): Upon anyactivation, before taking any Actions, youmay decide to increase your by up to X andimmediately decrease your by the chosennumber OR At the beginning of any Round youmay decide to increase your by up to X andimmediately decrease your by the chosennumber.

    The changes remain until the beginning of thenext Game Round.

    Monster: The Supreme gains access to theAction: Devour (AP 2): Sacrice a team MinionResource in Base to Base with the Supreme toregain two points of Damage for each ResourceLevel of the minion.

    Neuro Dodger: Some Supremes are fast enoughto dodge even thoughts. The Supreme may usehis/her score in Opposed Rolls against ALLProjectiles, Rays and Blasts.

    Nonliving: The model is not a living being. Itis not affected by harmful or benecial effects

    reserved for Living models. It may only Commandmodels that are Nonliving as well.

    Power for Price (X): At any time the Supremeis bound to make an Opposed Roll, it may add upto X points to the Opposed Roll. The boost is onlyfor that Opposed Roll. For each point you add,apply immediately that much Damageto the Supreme.

    Powerful Rays: based Ray attacks dontsuffer a power reduction on subsequently hittargets. They still need to inict at least 1 point

    of Damage to pass through.

    Ram (X): The Supreme adds X to Opposed Rollsagainst scenery pieces.

    Reach (X): Hostile miniatures are considered inBase to Base with the Supreme when within X.The Supreme may use against them basedClose Combat Actions and Free Strikes againstthem. The Reach Supreme is not considered tobe Base to Base with enemies for purpose of theenemies hostile Actions.

    Regeneration (X): At the beginning of eachGame Round, remove X points of Damage fromthe Supreme. This skill does not work whenSupreme is Incapacitated. This happens beforeany hostile effects like After Shocks, etc.

    Repel (X): The Supreme suffers X Damage pointless from every based attack.This cannot reduce Damage to less than 1 point.

    Resourceful (X): The Supremes presenceincreases the Resource Pool by X.

    Shapeshifter (X): At any time during Supremesactivation, he or she may change into X,usually the alternate miniature provided in theblister, using the Shapeshift* (AP 1) Action.Shapeshifters may start the game in any formand change forth and back any number of times.

    Spectral: All based Actions against theSpectral Supreme automatically miss. A Spectralmodel may not use any based Actions.

    Super Duo (Supremes Name/Trait): The bondbetween two Supremes grants them some special

    powers when they ght side by side. While withineach others Range, the Supreme gains 1 pointin the mentioned Trait. For instance, wheneverSolar and Stalk are within 3 inches of each other,Solar gains + 1 to .

    Tactician (X): The presence of Tactician in yourteam increases your Action Pool by X. Tacticianbonuses stack up in your team with otherTacticians and Leaders.

    Technophobe (X): Add X to Opposed Rollsagainst Origin Supremes.

    Telepathy (X): Upon the activation, the Suprememay perform a Telepathic Link (AP X) : Choseone friendly Supreme within your range.This Supreme adds X to its next Opposed Roll.

    Thick Bones: The model doesnt take anyDamage from Falling or Shot Down.

    Vengeful: All Opposed Rolls against modelsthat wounded the Supreme in this Encounter aremade at +1 bonus.

    Wall Crawler: The Supreme may use up allor part of its Movement Actions to move onvertical surfaces. The Action must end on the athorizontal surface (i.e., you must be able to placethe miniature on any terrain feature).

    Water: The Supreme is Immune to Water,all based attacks made by the Supreme areconsidered to be Water Attacks. The Supremesuffers double Damage from Fire Attacks.

    Weapon Master (X): A Supreme is capable of

    using Weapons with value equal to X or less.

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    An encounter is a game played by two or

    more Super Teams.

    Each Encounter has its Level which

    describes how serious and threatening this

    event is. Level 3 would be a typical street

    st ght while Level 24 is an ultimate

    battle for supremacy. Playing an Encounter

    may be as short as 30 minutes to as long as

    3 hours.

    With the development of Pulp City game, new

    types of gameplay will become available

    battles of the cosmic proportions or

    struggles against gigantic Pulp Monsters.

    Who starts the Encounter?

    After all players have chosen their Super Teamsand Resources, each player rolls d6, adding the

    highest score in the team and all possiblemodications. Automatic Success conditionsapply.

    This is called the Starting Roll.

    The winner (in case of a tie re-roll) decides whichside of the table will be his, and his opponenttakes the opposite edge. The winner also getsto decide who places the rst model on the eld.Unless specically stated by the scenario, place

    one model within 6 inches of the edge of thetable. Take alternating turns in placing models,until all are deployed. All Minions get placedin one turn while Exclusive Minions are placedtogether with the Supremes they are exclusiveto.

    Before the rst Game Round begins and everyfollowing Round, make a Starting Roll again.The winner decides if he wants to go rst orsecond. If you chose the Supreme with TrumpTrait you may choose to re-roll the score. You

    cant use the re-roll on the Starting Roll, but itis perfectly legal to do so on subsequent startingrolls.

    If you are playing with Agendas, before youdeploy your Super Team, deploy all of theCitizens taking alternating turns. No Citizensmay be deployed in the starting area of any teamand Citizens have to be placed at least 4 inchesfrom each other.

    When does the Encounterend?

    Method 1: Play 6 Game Rounds and determinethe winner.

    Method 2: After the 4th Round, roll a d6. If thescore is 6, end the game immediately. If not,

    proceed with the 5th Round. After the Round,roll d6 again. The game ends on roll of 5 or 6.Repeat the procedure after each Round, loweringthe chance of ending by 1 each Round (6th 4,5,6;7th 3,4,5,6; 8th 2,3,4,5,6; 9th automatic end)

    Hey who won ?

    If you are playing with no extra Agendas, uponthe Encounter end, add all the Supreme Levelsin your enemies Team that got Eliminated orIncapacitated. Your opponent does the same. Foreach Level, you get one Agenda Point. The playerwith the highest score wins.

    The Game Board Where

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    Chapter6

    Encounter

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    The Game Board Whereshould we play?

    Pulp City games are played on a gaming table setup with scenery pieces that represent variouslandscapes. Your imagination is the only limit:take your teams to one of the most dangerousDistricts in Pulp City or ght for the possessionof a precious artifact on the surface of Mars!

    For lower Encounter levels, a 3x2 table isperfect. When playing Apocalypse, make surethe table is bigger, 4x4 should do the job. As arule of thumb, 12-16 inches between deploymentzones works great!

    Check out our website for some ideas, inspirationsand coming Encounter photo reports!

    Damaging Scenery: Not only is the scenerynice to look at and enhances your gaming

    experience, it does add a signicant value

    to the gameplay. Buildings, street lamps

    and trees might play a vital role in fullling

    Agendas, some may also be a part of

    Exclusive Actions.

    All scenery may be damaged just like

    Supremes. Scenery is vulnerable to all

    and Damage. Scenery follows most ofthe Damage suffering rules for Minion

    Resources. To establish its (working both

    against and attacks), follow these

    guidelines:

    Wood: 5

    Brick/Concrete: 7

    Steel and Glass: 8

    Steel/Iron: 9

    Alien Alloy: 12

    To calculate the number of Damage points

    the scenery has, multiply its width by itslength in inches and add its height. If the

    scenery suffers enough Damage to become

    Eliminated, remove it from the game. The

    scenery doesnt roll any dice on Opposed

    Rolls, roll only for the attacking model.

    Example: A two-storey apartment building

    is approximately 4 inches long and 3 inches

    wide. It is 5 inches high. Its a typical red

    brick house. The building for the gameplaypurposes would be of 7 and 17 (3x4+5)

    Damage points.

    Alternatively, you may agree before the

    game the and Damage of each of the

    buildings on the board.

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    Agendas are an optional set of rules to make yourPulp City Encounters even more interesting withthe introduction of special scoring and victoryconditions.

    While some Agendas are universal, most arespecic for either Heroes or Villains. SomeAgendas may have a requirement like having aparticular Origin on the team.

    Agendas may be played in several ways, bothplayers have to agree to one of the three gameplaystyles:

    Secret Agendas:

    Choose the Agendas without letting your

    Opponent see them. Your opponent should

    be aware how many Agendas you will be

    pursuing, but never what kind of Agendas.

    Open Agendas:

    Choose the Agendas when you constitute

    your team. Your opponent should be aware

    how many Agendas you will be pursuing,

    what Agendas but not the Agendas specic

    details (Witness Protection Program model,

    Nexus of Evil location).

    Random Agendas:

    Declare the number of Agendas, draw themrandomly and show them to your opponent.

    Choose the specic details for all Agendas

    and keep them secret.

    Taking an Agenda that you are not supposed totake applies the highest possible penalty to yournal score. After you set up all the miniatureson the board, you may pick one agenda for every5 supreme levels on your team, even if the levelis incomplete (one for 1-5, two for 6-10, three for

    11-15, etc.).

    You can print out the Agenda deck from theback of the book. New Agendas will be available

    with expansions. Alternatively, write down theAgendas on a piece of paper.For fullling or not fullling a chosen Agenda,you apply a bonus or penalty to your nal score.As you see, taking extra Agendas may be trickyand though the benets are numerous, dont be

    too greedy!

    Citizens:

    Citizens, represented by tokens, miniatures on30mm bases or special Pulp City Pawns, arecrucial to fullling some of the Agendas bothfor Heroes and Villains alike. Some Villainsare very good at using Citizens in other morebloody ways!

    When playing with Agendas, a number ofCitizens equal to the Encounter Level is placedon the board. Right after all Supremes areplaced, Heroes (in case of two Heroes teams, ortwo Villains teams, the one winning StartingRoll begins) place the rst Citizen anywhere onthe board but no closer than 10 inches from anyfriendly or enemy model. Villains place the nextone following the same rule and no closer than 4inches from any Citizen. Take consecutive turnsuntil there is no Citizens left.

    At the very beginning of each Round, the winnerof the Starting Roll rolls a single die. The result isthe number of Citizens that may be moved by thewinner by 4 inches in any direction. The loser ofthe Starting Roll may then move one Citizen outof the ones not moved yet.

    Citizens are treated like Minions with thevalue of 1.

    In addition both Heroes and Villains gain accessto Exclusive Actions useable only once in each

    Game Round. Once per team, not once perSupreme.

    Heroes: Beacon of Hope (AP 2): The Herospowerful voice acts like a beacon for terriedCitizens of Pulp City. Roll a d6, the result is anumber of Citizens located closest to you thatimmediately move toward the Supreme 2 inchesin a straight line.

    Villains: Terrorize (AP 2): The dreadful Villainmakes Citizens of Pulp City run for their life. Rolla d6, the result is a number of Citizens located

    closest to you that immediately runs away fromthe Supreme 2 inches in a straight line.

    Chapter7agendas

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    Agendas:

    The Chosen One may notperish (Universal):

    Choose one of your Supremes. If by

    the end of the Encounter it is not

    Eliminated nor Incapacitated, gain 1

    Agenda Point. Otherwise, you lose 1

    Agenda Point.

    We must eliminate this one

    (Universal):

    Once all of the models are deployed,

    nominate secretly one of the

    enemy Supremes. If by the end of

    the Encounter it is Eliminated or

    Incapacitated, gain Agenda Points equal

    to its Level. Otherwise, you lose

    Agenda Points equal to its Level.

    Target:

    Print&Cut

    &Play!

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    Defenders of the Innocent(Heroes):

    For each Citizen still on

    the field by the end of the

    Encounter, gain Agenda Point.

    For each Eliminated, lose

    Agenda Point. This Agenda may

    not be taken when playingagainst Heroes.

    Witness Protection Program(Universal):

    This Agenda may be taken only

    if your team has at least one

    non-Exclusive Minion Resource.

    Nominate one of your Minion

    Resources. The model is a

    Witness Protection Programbeneficiary. The WPP loses

    all of its Exclusive Orders/

    Commands and may only use

    Move. If the model survives the

    Encounter, gain 2 Agenda Points,

    if it is Eliminated, lose 2 Agenda

    Point.

    Retrieve the Object(Universal):

    One of the scenery objects or buildings(located fully on the opponents tablehalf), an enemy Minion Resource or an enemySupreme hides a valuable Object. To retrieveit, one of your Supremes must:

    -make a Base to Base condition with thebuilding or scenery objective and forfeitany other activations this Game Round. Themodel becomes Burdened by the end of theRound.-Incapacitate or Eliminate the carrier of theObject and forfeit any other activations thisGame Round. The model becomes Burdened bythe end of the Round.Upon retrieving the Object, announce yourAgenda to your opponent. If the BurdenedSupreme is Incapacitated or Eliminated, theObject may be picked up by moving into Baseto Base condition with him. Apply the aboveprocedure.

    To gain 3 Agenda Points, at the end of theEncounter the model retrieving the Objectmust be within 2 inches from the teamsstarting table edge. If he is not, but anySupreme on your team is still Burdened withthe Object, you gain 1 Agenda Point. If noneof your models is Burdened with the Object,you lose 2 Agenda Points.

    Objects Location:

    Protect the HQ(Universal, Encounter Level 12+):

    One of the buildings on the field is

    actually a secret entrance to your HQ.

    Nominate the building secretly, but the

    building may not be in your deployment

    zone. After all models are deployed,

    inform your opponent about your Agenda

    and point 3 possible locations (one of

    them the true one). If by the end of

    the Encounter, the building remains

    undamaged, gain 3 Agenda Points. If it is

    damaged, but still standing, gain 2 Agenda

    Points. Lose 1 Agenda Point for eachenemy Supreme standing within 1 inch of

    the building by the end of the Encounter.

    If the building is destroyed, lose 2

    Agenda Points + 1 Agenda Point for each

    enemy Supreme standing within 1 inch of

    the remnants of the HQ.

    HQs true location:

    Eco Warriors(Universal, Origins):

    This Agenda may be only taken ifyou have any Origins Supremein your team and there is at leastone patch of foliage, forest, orwater scenery. All of your OriginsSupremes are about to restore thebalance in Nature. The models gain

    Rejuvenate (AP 2)Action that maybe only performed while in Baseto Base condition with the naturalscenery (tree, lake, sea etc.). Pay theAction Points cost. If the performingSupreme stays in Base to Base withthe terrain feature until the end ofthe nextGame Round and suffers noDamage, the nature grants its healingfavor to all of its followers.Place aSBl5on the Rejuvenatingmodel. All friendly andSupremes regain d6 points of Damage.Incapacitated friendly models comeback to the game with 1 Damage point.Your team gains 1 Agenda Point. If the

    Agenda is not completed upon theend of the Encounter, lose 1 AgendaPoint.This Agenda may be repeated up to3 times but on different sceneryfeatures.

    Cradle of Evil (Heroes):

    A mysterious nexus stands

    behind all the Evil plaguing PulpCity. The nexus appears to humaneyes as something ordinary.Nominate one scenery piecewithin 4 inches of the oppositetable edge. Any Supremewithin 2 inches of it feels theevil presence inform youropponent about it. No matterwhat is the true nature of theobject, treat it as an Alien Alloybuilding with 12 Damage Points.

    For Eliminating it, gain 3 AgendaPoints, for damaging it, gain 1Agenda Point.If by the End of Encounterthere are more enemy SupremeLevels within 2 inches of itthan there is friendly SupremeLevels, lose one Agenda point

    for each point in the Leveldifference.Cradle of Evil:

    Print&Cut

    &Play!

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    Rob the money (Villains):Villains have a simple plan

    rob the bank or the officethat holds most Pulp Dollars.Nominate secretly one buildingentirely on the enemy halfof the field. Each of yourSupremes or Minions that makeit to the Base to Base conditionwith it may voluntarily becomeBurdened and forfeit furtheractivation this Round. When the

    first of your Supremes/Minionsgets Burdened in this way,inform your opponent aboutyour Agenda. The first robberymust happen by the 4th GameRound and not later. For anyminiature that is still Burdenedin this way upon the Encounterend, gain Agenda Point. Foreach money bag dropped orpicked up by the Opposing teamby the end of the Game Round,lose Agenda Point.

    Moneys location:

    Man Slaughter (Villains):

    Gain Agenda Point for each

    enemy Minion Resource or Citizen

    Eliminated by your models. Lose

    Agenda Point for each enemy

    Minion Resource or Citizen that

    remains on the field by the end

    of the Encounter.

    rint&Cut&Play!

    Destroy that building(Universal):

    For some reason, this buildingis vital to the pitiful law keepersor gangsters of Pulp City.Nominate secretly one buildingentirely on the opposite halfof the table. If the buildinggets destroyed by the end ofthe Encounter and it had 10or more Damage points, gain 1Agenda Point. If the building wasof Steel or Alien Alloy and hadmore than 20 Damage Points,gain 2 Agenda Points. For not

    damaging that building at all,lose 3 Agenda Points.Building:

    Those who run will live tofight another day (Villains)/

    Heroes, regroup! (Heroes):

    The Villains are on the runfrom Silent Rock prison andHeroes are falling back to jointheir fellow team mates. Theyonly care about getting away.For each Supreme that is inBase to Base with an oppositetable edge by the end of thelast Game Round, gain 1 AgendaPoint. For each one still onyour table half, including thoseIncapacitated, lose 1 AgendaPoint.

    Sabotage (Villain):

    A highly dangerous virus or anancient anchor of evil is in yourpossession and you want to useit to shake Pulp City. Secretlynominate one of your Supremesand 3 scenery pieces no closerto each other than 10 inches.Upon making it in the Base toBase with one of the nominatedpieces, you may announce andperform Taint (AP 2)Actionand reveal the Agenda withoutrevealing the two remainingscenery pieces. For performingeach of the Taint Action, gain 1Agenda Point. For each untaintedplace by the end of theEncounter, lose 1 Agenda Point.

    Sabotaging Villain:Scenery 1:Scenery 2:Scenery 3:

    Evil Ritual (Villains):

    Your Origin Supremes areabout to call on evil spirits. Allfriendly Mystery Supremes gain

    Summon (AP 4)Action that maybe performed by any number ofthem but successfully concludedonly by one. The summoningmodel foregoes any activationsin this and the next Game Round.If it remains stationary andundamaged, at the very end ofthe next Game Round, the spiritarrives. The summoning modelgains 2 Trait points that may be

    distributed among his Traits.That bonus lasts until the endof the Encounter. Your teamgains 2 Agenda Points if themodel survives until the end ofthe game. If the Agenda is notcompleted upon the end of theencounter, lose 1 agenda point.

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    Resources come inseveral forms:

    Minion:Generally they are living creatures that come tothe aid of the Supremes.They are recruited by paying the printed valuewith Resource points. Most Minions (excludingExclusive Minions) are just a part of the teamand may be Commanded by any Supreme.

    Minions may be targeted by any attacks andusually have only one Trait to use in OpposedRolls. This is represented on their card with theicon of a shield just like regular

    The Minion value is used against , ,and all other Opposed Rolls.Whenever a Minion suffers one point of Damage(unless stated otherwise on the card), it isEliminated. On tied rolls, Supremes alwaysprevail. Between Minions, ties result in noeffect.

    Minion cards come with Orders similar to theExclusive Actions. To perform the Order, issuea Command Action with one of your Supremesthat has the Minion model within doubleRange. The cost of the Action is deducted fromthe Action Pool but does not limit the numberof Actions the Supreme may perform in a givenGame Round. This represents the fact thatMinions facing Supremes need guidance ofmore powerful entities. Most Minions may beCommanded by any eligible friendly Hero orVillain. When Commanding Minions, activateall of the Minions belonging to the ResourceCard at once. The AP cost printed on the card isfor all Minions, you dont need to multiply the

    cost by the number of Minions unless statedotherwise.

    All Minions may use the Move* Order whichworks exactly like a Move* Action in additionto those printed on their cards.

    A Minion that comes bound to a Supreme(example: Zombie Wolf is exclusive for RedRiding Hoodoo) is a special case. It may beCommanded only by its original master.When the master gets Eliminated, remove theExclusive Minion from the eld as well.

    Even the most powerful heroes will have to resortto the various goods and contacts Pulp City has to

    offer. In these pages and in multiple cards thatcome with Supreme miniatures, you will ndextras that may save your Heroes or Villainsskin or help them in fullling the Agendas. TheResource Pool is equal to the Encounters Level.A Supreme may have as many Resource Levelsas it has Levels. The cost of each Resource issubtracted from the Resource Pool of the team.Some resources are character specic andmay be used only by the model that they comewith. Please notice that some Resources workdifferently with Heroes and Villains (example:Cops and Corrupted Cops). There may be only

    one copy of a Resource in each team.

    Chapter8RESOURCESRESOURCES

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    Weapon:Only Supremes with Weapon Master skill mayuse universal Weapons. They represent thearsenal that is carried to the battle. Weapon

    Master is not required to use ExclusiveWeapons (for instance Ace of Wraiths mayuse Hellstromm even though he doesnt haveWeapon Master).

    Most of the Supremes dont carry Weapons.They just dont need them. Forthose few that have to rely on guns and blades,Weapons serve several purposes:- they may increase Trait values- they may grant extra Exclusive Actions to thebearer- they may grant new Skills

    Weapons are purchased from the Resource Pooland they may never be traded orgained during the game unless a scenario orResource card mentions so.

    Device:Only Supremes of Origin may use Devices.They may carry Personal Devices andCommand/Activate others. High-tech equipmentand computers introduce many new ways ofresolving the conict on the battleeld.

    Devices are unique and rare in many ways.- they may increase Trait values of one or moreSupremes- they may grant extra Exclusive Actions to theteam or models within certainradius

    - they may grant new SkillsDevices are purchased from the Resource Pool.The Resource card clearly denes where todeploy them and how to use them.\

    ArtifactMagical talismans, intelligent swords anddemonic familiars support certain Supremes.Most of them are character specic and unique.Only Supremes of and Origins may useArtifacts.

    Artifacts serve several purposes:

    - they may increase Trait values- they may grant extra Exclusive Actions to thebearer- they may grant new Skills

    Artifacts are purchased from the Resource Pooland they may never be traded or gained duringthe game unless a scenario or Resource cardmentions so.

    Misc:This category gathers things ranging from rehydrants to climbing ropes and may be used byall SupremesIt also includes random events thatmay come to aid of any teams.

    The Supremes may nd some of the resourcesin this book. Most of them will come in blisterswith other models while some of them will seetheir action as separate releases.

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    Print&Cut&Play!

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    Damage

    Ulthar Prototype

    level1

    2 Robots/card, Teams with at least one Ulthar Supreme

    5

    4

    LASER EYes (Pr VS. /rng 6/AP 1 for EACH Robot):FIRE.

    Mechanical, E.t.

    Damage

    Sentry Bots

    level 1

    2 Robots/Card, teams with at least one Science Supreme

    3

    3

    LASER EYes (Pr VS. /rng 6/AP 1 for each bot):FIRE.

    Detonate (SBl1 VS. /AP 1 for each bot):All models caught in the area suffer an Opposed Roll. After

    performing this Command, remove all of the Detonating Bots.

    Mechanical

    Damage

    Advanced Sentry Bot

    level 1

    Teams with at least one Heavy Metal Supreme

    5

    4

    LASER EYes (Pr VS. /rng 6/AP 1):

    FIRE.

    Detonate (SBl2 VS. /AP 1):All models caught in the area suffer an Opposed Roll. After

    performing this Command, remove the Detonating Bot.

    Shortcut ( Vs. /AP 1):Resolve an Opposed Roll against a model in Base to Base. For

    each Point of Damage s uffered, reduce its Action Points

    allowance by 1 this Round.

    Mechanical

    Damage

    Pulp City Cops

    level 1

    2 Cops/card

    2

    3

    Serve and